Agrippa_Invisus wrote: »Hey @ZOS_BrianWheeler, thanks for sharing the details of PvP changes, your post has a lot of great solutions to current problems. I'd like to echo @Erlex' comment, though, about the importance of restricting the ability to resurrect at keeps that are severed from the transit network.ZOS_BrianWheeler wrote: »We have talked about removing the ability to respawn in enemy controlled keeps if they are not connected to a transit line, but hasn't gotten any traction other than discussions at the moment.
I assume you mean "friendly controlled keeps that are not connected to a transit line". I'm really concerned how this idea has "not gotten any traction". It makes no sense to be able to respawn at a keep your alliance cannot transit to, as it completely sabotages the strategic importance of the travel network. As long as death remains a free and useful means of fast travel "blood porting" will remain a valid Cyrodiil strategy. I don't see how this creates satisfying gameplay.
The design of the transit system clearly implies that you have thought about these issues. You don't want players to be able to teleport into keeps that are actively under siege, or deep within enemy territory. So ... don't let them!
I really don't see how there is even a possible counter-argument to this.
Removing the ability to spawn at disconnected keeps would also change another aspect of the Cyrodiil map.
The two gate keeps of each faction (Rayles, Warden, KC, Farragut, BB, BM) become near impossible to for any long term period of time. If enemies can only respawn at a captured Arrius, Glademist, of Faregyl, it becomes simply a matter of time before the native faction overwhelms the force camping their gates and then closes them.
Pushing for the scrolls would require a concerted organized effort most of the time, as you'd be unlikely to retain those gate keeps without babysitting them or keeping the enemy so busy (defending scroll temples for instance) that they're not attacking the gate keep.
It would also give the faction defending their scrolls much more time to rally and counter attack after any failed attempt to push the gates or take the temple.
Yup, if it did 800-1000 points damage per person (with relatively high spell damage/magicka pool on the part of the caster) to each person in the radius when it went off, then one person getting hit with it wouldn't be so bad and would not be worth casting, but if the target was stacked tight with 14 other people the 12,000-15,000 damage would sting and would be worth the cost/cast time. Might be worth running into a group of 6 for 4800-6000 damage with Prox Det. Doing 6,000-10,000+ damage on a single target with the skill, though, doesn't seem to match its original intention.PeggymoeXD wrote: »I will say that Guard and Prox Det need to be tweaked as "zerg busting skills"
Guard is basically useless and Proximity Detonation is about the same if one person is casting it in a zerg. The only use for it now are for sorcs and sometimes sypher fanboy nightblades. No offense sypher you're awesome. And when an entire zerg uses it, there is no escape. I think the damage needs to scale off of players inside the AoE. If it hits one person and everyone manages to escape the AoE, it doesn't hurt too bad, but you've managed to split the zerg up some. But if it hits 10 people at once then I think the damage should increase for every player it hit. Also nobody wants to use a skill point on a skill that costs stamina, doesnt allow stamina regen while toggled, and causes you to lose stamina while using it. That's just too much stamina.
ZOS_BrianWheeler wrote: »Just to clarify, you will keep the Emperor Dye and "former emperor" titles.
do you really think thats incentive enought for the average player to become emperor once @ZOS_BrianWheeler
wanderlustx5 wrote: »I agree with almost all changes except decreasing home campaign switch cool down to 12 hours, it should stay 3 days to prevent cross campaign zerging. All other changes rock! This is awsome and I feel some of the concerns are addressed. Zergs will still roll with aoe's though so perhaps a nerf just in cyrodill to the purge skill (so as not to affect pve use). No purge = zerg death
xMovingTarget wrote: »my former emperor buff is gone i worked so hard to get that emperor. now only RED emperor color left
imo emperor buff isnt a game changing, its a reward for hardwork becoming empeor. imo it should be just there.
You and me, we used to be together
Every day together, always
I really feel that I'm losing my best friend
I can't believe this could be the end
It looks as though you're letting go
And if it's real, well I don't want to know
Don't cry
I know just what you're saying
So please stop explaining
Don't tell me 'cause it hurts
Agrippa_Invisus wrote: »
Removing the ability to spawn at disconnected keeps would also change another aspect of the Cyrodiil map.
The two gate keeps of each faction (Rayles, Warden, KC, Farragut, BB, BM) become near impossible to for any long term period of time. If enemies can only respawn at a captured Arrius, Glademist, of Faregyl, it becomes simply a matter of time before the native faction overwhelms the force camping their gates and then closes them.
Pushing for the scrolls would require a concerted organized effort most of the time, as you'd be unlikely to retain those gate keeps without babysitting them or keeping the enemy so busy (defending scroll temples for instance) that they're not attacking the gate keep.
It would also give the faction defending their scrolls much more time to rally and counter attack after any failed attempt to push the gates or take the temple.
I don't like the whole concept of "blood porting". You should not be rewarded for dieing. I love the idea of not be able to rez at a keep that is cut off from transit. I also like the idea of not being able to port/rez at a keep unless you have 2/3 resources.
I am all for getting back mercenaries and no-purge oil cats (the latter could scale snare percentage based on the number of people hit up to 70%). Not so sure about forward camps and ground oil. No real opinion on former emp buffs/100% heal debuffs atm.the zos motto is if you can't fix it, remove it.
Former Former Emperor (single player objective)
Former Forward Camps (fast transit and pace of play)
Former Mercenary contracts (population)
Former Ground Oil (lag/congestion of groups)
Former Oil Catapult no purge
Former 100% heal debuff
You had a bunch of mechanics that worked and allows small groups and large to impact Cyrodiil, removed them do to feedback from 'players', and wonder why the game struggles to perform at the level it used to and why play has turned into tho zergs seiging each other.
Some people think the changes will help, some are glad ZOS is actively working on PvP and communicating their plans to the players. I would rather take a few things out if performance improves than see performance issues kill what is left of PvP, but I would prefer the system be upgraded to allow some of those things back in at some point. Otherwise it just will become too little (literally), too late.Brian Wheeler says this is a PvP update with new implements, when in reality it's just more removal of things they didn't know how to fix or balance. Yet people are cheering. I don't get it.
Agrippa_Invisus wrote: »Hey @ZOS_BrianWheeler, thanks for sharing the details of PvP changes, your post has a lot of great solutions to current problems. I'd like to echo @Erlex' comment, though, about the importance of restricting the ability to resurrect at keeps that are severed from the transit network.ZOS_BrianWheeler wrote: »We have talked about removing the ability to respawn in enemy controlled keeps if they are not connected to a transit line, but hasn't gotten any traction other than discussions at the moment.
I assume you mean "friendly controlled keeps that are not connected to a transit line". I'm really concerned how this idea has "not gotten any traction". It makes no sense to be able to respawn at a keep your alliance cannot transit to, as it completely sabotages the strategic importance of the travel network. As long as death remains a free and useful means of fast travel "blood porting" will remain a valid Cyrodiil strategy. I don't see how this creates satisfying gameplay.
The design of the transit system clearly implies that you have thought about these issues. You don't want players to be able to teleport into keeps that are actively under siege, or deep within enemy territory. So ... don't let them!
I really don't see how there is even a possible counter-argument to this.
Removing the ability to spawn at disconnected keeps would also change another aspect of the Cyrodiil map.
The two gate keeps of each faction (Rayles, Warden, KC, Farragut, BB, BM) become near impossible to for any long term period of time. If enemies can only respawn at a captured Arrius, Glademist, of Faregyl, it becomes simply a matter of time before the native faction overwhelms the force camping their gates and then closes them.
Pushing for the scrolls would require a concerted organized effort most of the time, as you'd be unlikely to retain those gate keeps without babysitting them or keeping the enemy so busy (defending scroll temples for instance) that they're not attacking the gate keep.
It would also give the faction defending their scrolls much more time to rally and counter attack after any failed attempt to push the gates or take the temple.
@ZOS_BrianWheeler
Will the PvE Leaderboards be reseted? Otherwise it is impossible to reach PvP Buffed Scores that are up on top there atm.
I am very happy now, thank you
@ZOS_BrianWheeler
Can you make it so that scrolls & keeps get reset at the end/beginning of every campaign? This has been much needed/requested please.
@ZOS_BrianWheeler
Can you make it so that scrolls & keeps get reset at the end/beginning of every campaign? This has been much needed/requested please.